Thread: Modding SW3?
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  #269  
Old 06-13-2010, 10:42 AM
Trucidation
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Hmm, radar is affected by speed? I thought distance would play a role.

@StarShatter:
Thanks, that would be nice. The alien ships have many system slots but by default most of them are empty! Such a shame.

What's wrong with the kinetic cannons' dispersion? It's just one value in the Modules.xml file, if I'm not mistaken. Just tweak that and they'll be as pinpoint sharp as lasers (but be careful, at the rate those things pump out bullets, they'll be killer weapons if they're too accurate)

I need to learn how to add ships myself but for now I'm busy with other scripts. I'm also translating into english the german modding handbook for Star Wolves 2 - it's not going to be very good because I don't know any willing German translators and have to rely on machine translations... Still, it should finished in 2 days (Tuesday) hopefully.

Edit:
By the way, if someone out there really wants some ships to edit, try looking up some mods for the space sim Freelancer. There's a mod for it called the Rebalance mod - it should have dozens of ship grafted to it, god knows I spent years playing that game lol. (That game has some really great ideas, the only problem is, like most space sims, the player is basically limited to 1 ship. Star Wolves really is the only game series of this type which has a "mothership" + team concept. In my limited knowledge... there may be other games like these, but I haven't discovered them.)

Last edited by Trucidation; 06-13-2010 at 11:12 AM.
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